Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'confines wall required'.
Other Suggestions:
continues wall required
confines well require
confines walk requires
confines wild requires
confines well requires
Magic Items
Dungeon Master’s Guide
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
Mage Armor
1
Shield
1
Leomund's Tiny Hut
3
Mordenkainen's Private Sanctum
4
Otiluke's Resilient Sphere
4
Wall of Force
5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invulnerability, plane shift, wall of forceThe githzerai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
Monsters
Dragonlance: Shadow of the Dragon Queen
successful save, the creature takes half as much damage and isn’t poisoned. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A
will: detect magic, light, prestidigitation
2/day each: dimension door, mage armor
1/day each: arcane eye, dominate person, wall of forceNoxious Rebuke (3/Day). When a creature within 60 feet of
Magic Items
Mythic Odysseys of Theros
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
roll of 19 or 20.
Blessing of the Wild. If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:
Piety 10+. The bow has 1 randomly determined minor
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
3/day each: dispel magic, dominate beast, maze, wall of
want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.
Cults devoted to
Magic Items
Baldur’s Gate: Descent into Avernus
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ties), an elder brain can take one of the following lair actions; the elder brain can’t take the same lair action two rounds in a row:
Force Wall. The elder brain casts wall of force.
Psionic
at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes
Spells
Xanathar's Guide to Everything
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
effects; the elder brain can’t use the same lair action two rounds in a row:
The elder brain casts wall of force.
The elder brain targets one friendly creature it can sense within 120 feet of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
31. Darklord’s Shrine This room is festooned with moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
31. Darklord’s Shrine This room is festooned with moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be heard throughout this complex and well into the surrounding forest. 4a. Eastern Gate A 15-foot-high iron portcullis is embedded in the stone wall at the mouth of a long tunnel. Rough-hewn
stairs just inside the tunnel climb to the top of the wall, which is enclosed by stone battlements. There are no guards stationed atop the wall or beyond the portcullis. The winch to raise the portcullis
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be heard throughout this complex and well into the surrounding forest. 4a. Eastern Gate A 15-foot-high iron portcullis is embedded in the stone wall at the mouth of a long tunnel. Rough-hewn
stairs just inside the tunnel climb to the top of the wall, which is enclosed by stone battlements. There are no guards stationed atop the wall or beyond the portcullis. The winch to raise the portcullis
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 19 and 23. 22a. Giant Frogs Six giant frogs hop through shallow water in this cavern, croaking loudly while four bullywugs dump food (mostly vermin) into a trough along the northwest wall. 22b
. Carrion Crawlers This raised dry area contains the following: Wooden Pen. A pen made of wooden slats confines four carrion crawlers to the northeast. Three carrion crawler eggs are inside the pen
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 19 and 23. 22a. Giant Frogs Six giant frogs hop through shallow water in this cavern, croaking loudly while four bullywugs dump food (mostly vermin) into a trough along the northwest wall. 22b
. Carrion Crawlers This raised dry area contains the following: Wooden Pen. A pen made of wooden slats confines four carrion crawlers to the northeast. Three carrion crawler eggs are inside the pen
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to pass through it normally. This room contains the following: Tapestry. A blood-spattered tapestry hanging on the west wall depicts scores of demons and devils locked in battle. (A secret door hidden
behind the tapestry opens into area 47c.)
Yarek. A dead male human (Yarek) in bloody robes is sprawled on the floor in front of the tapestry.
Illusory Wall. A 20-foot-wide section of the north
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Skullport would like to fix it, but they lack the mutual trust and cooperation required for such a project to succeed. The absence of the hoist hasn’t stopped all manner of nefarious sorts from using their own ropes to haul rowboats and other small craft over the barrier wall.
between them. Where the locks end is a vast cavern containing a smooth stone retaining wall that rises 10 feet above the water’s surface. The partially collapsed remnants of a ten-story-tall hoist
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Skullport would like to fix it, but they lack the mutual trust and cooperation required for such a project to succeed. The absence of the hoist hasn’t stopped all manner of nefarious sorts from using their own ropes to haul rowboats and other small craft over the barrier wall.
between them. Where the locks end is a vast cavern containing a smooth stone retaining wall that rises 10 feet above the water’s surface. The partially collapsed remnants of a ten-story-tall hoist
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to pass through it normally. This room contains the following: Tapestry. A blood-spattered tapestry hanging on the west wall depicts scores of demons and devils locked in battle. (A secret door hidden
behind the tapestry opens into area 47c.)
Yarek. A dead male human (Yarek) in bloody robes is sprawled on the floor in front of the tapestry.
Illusory Wall. A 20-foot-wide section of the north
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Dead Apprentice Quilt. A moldy quilt is draped over a stone bier against the south wall.
Desk. A wooden desk stands in the northeast corner. Slumped in a high-backed chair behind the desk is a
mithral shaped like a U in one pocket. This key is one of six required to activate the weapon of mass disintegration in area 37.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
remains the city’s heart. As the only gate allowing ordinary people through the Old Wall, Baldur’s Gate embodies the power imbalance between rich Upper City patriars and Lower City commoners. Once
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
remains the city’s heart. As the only gate allowing ordinary people through the Old Wall, Baldur’s Gate embodies the power imbalance between rich Upper City patriars and Lower City commoners. Once